As I’ve reported here before I’m in the middle of an MPhil researching the role of motivation in design and how designers can identify and design to encourage motivated behaviour of a suitable nature. I use the term ‘designer’ loosely as I’m not for one minute proposing that Motivation is something that can be prescribed or even should be. At this stage I am in the process of articulating and visualising from my research to date, what motivation looks like or how people might recognise motivation. Some of you may have seen the Motivational Personas I put up a week or so back – thank you so much to all who commented and contributed their thoughts ideas and experience – I’m very grateful! I’m continuing to develop those.
In parallel to those personas, I’m also keen to develop a “Conceptual Framework of Motivation” and begin to elaborate the different levels on which motivation might be observed in oneself or in others. As most behavioural psychologists would doubtless testify, recognising one’s behaviour is the first step to modifying it.
There appears to be a bit of divide in the behavioural design community as to whether people need to recognise either their existing or desired behaviour in order to change it. Some designers and academics arguing that it may be more effective to change behaviour through design without the user having to be aware of it. I had an animated conversation about this over a beer with Frankie Roberto and Dan Lockton. Like I say this is contentious area, but I’m at this stage putting myself fairly firmly in the camp that believe that if behavioural change is to be sustainable, users have to be aware and undertake deliberate and conscious modification of it. Whilst there are doubtless good arguments for the designer as behavioural ‘god’, and I’m more than happy to hear them and discuss them if you wish to share. I find those arguments somewhat belittling of the people that they aim to ‘help’, the typical line in such circumstances being: “that users aren’t always capable of recognising or understanding their ‘needs’ or ‘capabilities’ “. There was a nice quote via Cassie Robinson on this today:
“Accept me as I am & you’ll make me worse. Treat me as what I’m capable of becoming & you’ll help me to become her”
That is not to say that designer’s should shirk all the responsibility onto the user, indeed with reference to the above it perhaps becomes the designer’s responsibility to help that self-reflective process and aid the user in realising their capabilities. The motivational state should be a shared and negotiated agreement between designer, artefact and user, not a diktat by any of those parties. This also means that the designer has an active role and isn’t just subservient to user demands or “lack of vision or creativity“.
Irrespective of this argument and whether user, designer, user-designer or any other stakeholder in the process you will still need to be able to identify, model and measure motivation or any other form of human behaviour for that matter, if you want to change it. I see my motivational personas as aiding identification, whereas I see the attached model, what I’m calling a Motivational Framework as the next step towards being able to model or synthesise motivated behaviour within the wider context of the product or service lifecycle. This understanding is perhaps fundamental to the process of increasing motivational awareness, capability and thereafter designing to empower users in their motivational capabilities.
I would really welcome any feedback you might have on this, particularly in relation to how this might fit into or overlap with your existing creative practice or world view – and I would especially like to hear from you if it seems incompatible with your own views or established methodology.



